The Gamification of Work Uses of Games in Workplaces 1st Edition by Emmanuelle Savignac – Ebook PDF Instant Download/Delivery: 1786301237, 9781786301239
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Product details:
ISBN 10: 1786301237
ISBN 13: 9781786301239
Author: Emmanuelle Savignac
Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.
Table of contents:
Chapter 1: Prelude: Fun, Play, Game, Ludus – A Survey of Game Theories
1.1: Animal play, human play
1.2: Theories of human play
1.2.1: Precursors
1.2.2: Differentiation between game structure and ludic attitude
1.3: Play as potential and intermediate space
1.3.1: Winnicott and play as “potential space”
1.3.2: Bateson and the question of “frame”
1.3.3: Goffman’s analysis of frame
1.4: The concept of play today
1.4.1: The current syntheses of a definition of play
1.4.2: Brougère’s characteristics of play
1.4.3: The link with learning
Chapter 2: Games in Business
2.1: Relations between games and work: an apparent incongruity
2.1.1: A variety of ways to address the relations between games and work in the social and human sciences
2.2: The game in business: returning to a typology
2.2.1: Challenges
2.2.2: Simulation games
2.2.3: “Real-life scenarios” or “role-playing games” during training
2.2.4: “Reversal days” or “Try my job”
2.2.5: Business theater
2.2.6: Serious games
2.2.7: Traditional games introduced in work contexts (board games, cards, Kapla and Lego blocks, murder party, etc.)
2.3: On the field of games in business: simulation and role-playing games
2.3.1: The games analyzed
2.4: …Is it a game?
Chapter 3: Performativity of the Game – Games and the Structuring of Experience
3.1: From the reality of work to the fictionality of games
3.1.1: The ambiguity of games: from the “not for real” to the untruth
3.1.2: From double assertion to mediation
3.1.3: The liminality of the game
3.1.4: “Belief forged within immersion”
3.2: A role to play
3.2.1: Role understood as status
3.2.2: Deframing/reframing: role as technique
3.3: Asymmetrical reversals: what happens to social relations in the game?
3.3.1: Terms of reversal
3.3.2: Limits of reversal
3.3.3: Taking another’s place up to what point?
3.3.4: Changing place, changing view?
3.3.5: Carnival and order
3.4: The game as an operating structure and the performativity of the game
3.4.1: An experience without consequences?
3.4.2: Training for reflexivity, flexibility and exploration
3.4.3: Performance linked to self-realization
3.4.4: The power to speak granted by the fictional frame
3.4.5: Promoting learning
3.4.6: The naturalization of rules and norms
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Tags: Emmanuelle Savignac, Gamification, Work, Games, Workplaces


